This mod was primarily intended to replace older human ship models with new ones, but during development many other things were changed and added.

Please read carefully this post especially NOTEs! This may prevent misunderstandings and other problems with suggestions, advices and requests for using mod`s data...

Mod features:

- 19-branched tech-tree. - increased research times (by almost 4-5 times!).- great number of new weapons (including 3-barrelled versions of large weapons, heavy beams and torpedo launchers for projector mounts, 4 new siege weapons such as plasma annihilator and stellar converter, new missile-like torpedoes and many other).- new human ship models (all human models, except stations, were replaced).- gunships as police cutters (small one-section ships with good speed and mobility). Cruiser police carriers that can carry 3-4 police gunships of different types.- new sections (CR fixed mount comsections that use spinal mounts as main weapons, DE repair and salvage ships for earlier tech salvaging, DOOMSTAR - huge DN based ships acting as flagships and siege weapon platforms).- CR beam platforms (CR based platforms with heavy weapons mounted on a huge turret. These weapons could be either heavy beams, projectors or 3-barrelled versions of normal large weapons).- CR drone platforms (pre-ANY versions that use unique models. There are no DN drone sats in ACM).- DN siege platforms (DN based enormous satellites that have a single siege weapon mount to deal with enemy DNs and DOOMSTARS).- three types of drones instead of two. Gunbots that replace normal drones in Flock COLs.- replaced some of the NPC weapons and effects.- totally new explosion, engine and missile/torpedo trail effects.- reworked planetary assaults: planets now do not launch missiles, all weapons have reduced damage to planets (~1000 times lower), armor sections now can carry a variety of bombs, dropships are introduced to allow capturing of enemy colonies. CR defence platforms can be build as DE-sized plats. DN class plats can be build as CR-sized sats, but require heavy platforms research.- improved shielding technology. Shields are now more efficient, but they cost several times more research to develop (http://www.mos-rsi.ru/upload/deshield4.jpg).- new graphics, sounds and texts.

NOTEs!- There is no 100% tech tree sub-mod for ACM - All features are made in accordance to my point of view of the balance, models look and ect. Accept it is or if you disagree with smth - feel free to adjust it in your way. The source of the mod is open to all as long as you are not using it for your own mod creation (except for home use) or do not upload modified ACM stuff.- The mod is finished and is not planned to be updated any further. This means that suggestions and advices are not welcome (see above). Feel free to report any bugs though.- Project 'Ironclads' is not a part of ACM - it is just an attempt of a new mod that may or may not see the world.

---------Useful stuff & links---------

ACM MANUAL. This online manual contains introduction to new features, weapon and section descriptions and some advices how to play different races. It wasn`t update for a long time though.

1. added compressed lasers and penetrator drivers. Both are large weapons that act like polyrised (shielded) plasma. 2-b and 3-b versions are also available. NO OTHER SIZES FOR THESE WEAPONS WILL BE ADDED.2. fixed a missing Suspended animation from tarkas bio-col.3. increased pop-grownth from 0.50 to 0.75. Not a great change, but this will increase the pace a bit.

Known issues:

1. some of the new ships may have wrong weapon layout.2. some texts may be missing or may contain errors.3. in order to doomstars to be available you`ll need to start a new game.4. new weapons were tested a very bit. There may be problems regarding their performance.

- Steam users! Please read this topic for instructions on how to install ACM on your version.- Vista users!!! In some cases ACM wont work properly on Vista OS. The following threads contain possible info on how to make it work: first one, second one and third one.- Windows 7 users! There is a known problem with ACM mod not working on SOTS installed inside program files folder. You need to reinstall the game somewhere outside any program files folders to make this mod (and others!) work.

WARNING!

- You must delete old ACM folder before installation to ensure proper working if this mod. - This mod is incompatible with any other modifications (ESPECIALLY WITH MODS/UTILITIES THAT UNLOCK/GIVES 100% ODDS TO ALL TECHS!!!) as it introduces many new items and changes many old files!- ACM introduces many changes and new features that could cause problems in scenarios and tutorials. It is advisable to remove reference to ACM mod if you wish to play them.

But Okim don't you think that all that balons with flammable liquids are suitable on military ships? And race-specific color explosions and effects, I think they are to fancy. Well what ether, you have done a great job - good new concepts, for so art-mod needed Human race .

But Okim don't you think that all that balons with flammable liquids are suitable on military ships? And race-specific color explosions and effects, I think they are to fancy. Well what ether, you have done a great job - good new concepts, for so art-mod needed Human race .

Who told you that these tanks are fuel storages? Fuel tanks on my ships are huge red-painted cisterns with signs "Caution! Flamable!"

Last edited by Okim on Thu Nov 15, 2007 2:28 pm, edited 1 time in total.